You may take one of the following for free:
1. Try to bypass Fortitude defense score.
2. +Constitution/Charisma modifier to Damage Roll.
3. All adjacent targets take Strength/Dexterity modifier damage.
4. Melee Martial Command (replaces your attack): Direct one Close target to make a basic melee or basic range weapon attack.
5. Target is Marked.

You may take one of the following for free:
1. Try to bypass Reflex defense score.
2. +2 to Attack Roll.
3. Victim takes a -2 power penalty to attack rolls until the end of his next turn.
4. Gain a +2 AC and Reflex bonus until the end of your next turn.

You may take one of the following for free:
1. Try to bypass Willpower defense score.
2. Increase dice damage by one step (1d10).
3. Ongoing 5 damage (save ends).
4. Use Constitution modifier for Attack/Damage rolls.
5. This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

You may take one of the following for free:
1. Increase range to Medium.
2. +2 to Attack Roll.
3. Does not provoke an attack of opportunity (AoO).
4. Try to bypass Reflex or Willpower defense score.
5. Use Constitution modifier for Attack/Damage rolls.

You may take one of the following for free:
1. Miss: Half damage.
2. +2 to Attack Roll.
3. You create a Zone (Creatures that enter the zone or start their turns there take 1d10 + Intelligence modifier damage. Sustain Minor: When you sustain the power, you make a secondary attack.)
4. You create a Wall (The AoE creates a flat wall until the end of your next turn, blocking line of sight. Sustain Minor: When you sustain the power, the wall exist until the end of your next turn). An elemental wall deals damage like a zone, while a solid wall has 50 hit points and hardness 20.

You may take one of the following for free:
1. Increase damage by one step (1d8).
2. Rebound off of, at most, 8 chosen targets instead.
3. +2 to Attack Roll.

Table 3: Power Selection

Property

Description

Defense Bonus

Effect: Gain a +2 AC and Reflex bonus until your next turn

Protection

Effect: Grant a Intelligence/Wisdom modifier bonus to AC to one ally until your next turn.

Attack Bonus

+2 to this powers Attack Roll.

Bonus Damage

Gain a Constitution/Charisma score modifier bonus to damage.

Martial Damage

Gain a martial +1[W] bonus to damage. Can be purchased multiple times.

Spell Damage

Gain a non-martial +1 Dice bonus to damage. Can be purchased multiple times.

Damage Over Time

Deal an Ongoing 5 damage. You may choose an element if an element is known or harnessed (Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, Thunder) (save ends). Can be purchased multiple times (the damage increases by 5 points, and stacks).

Healing over Time

Effect: Heal a Close ally Wisdom/Charisma score modifier every round for the next three rounds.

Heal Other

Effect: Heal a Close ally 1d8 + Wisdom/Charisma score modifier.

Heal Self

Effect: Heal yourself 2 + Wisdom/Charisma score modifier.

Break Free

Effect: One target chosen may make a saving throw against every effect that a save can end.

Effect: Until the end of your next turn, your allies have combat advantage against any enemy adjacent to you.

Challenge

15

Hit: Until the end of the encounter, if your target attacks one of you allies, they do so with the Weakened status until you no longer pose a threat or combat has ended. Only one target may receive one Challenge from one challenger at a time.

Withdraw

10

Effect: Before or after the attack, you can move one movement increment without provoking opportunity attacks.

Melee Attack: Strength/Dexterity vs. Fortitude. Hit: Deal damage equal to your Strength/Dexterity modifier, and then choose one ally within Close range. This ally applies your Intelligence/Charisma modifier as a power bonus to the attack and the damage rolls on his or her next attack against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost.

Table 7: Reaction Condition
Only one reaction may be used per round.

Property

Cost

Description

Block

8

Trigger: You are hit by an attack. Effect: Reduce the attack’s damage to 0. Status effects from the attack affect you normally, including DoT. If the attack targets other creatures, they take damage as normal.

Parry

8

Trigger: You are attacked. Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

Counter-Attack

10

Trigger: You take damage from an opponent in melee. Effect: Make an Immediate Interrupt basic melee attack against the target with a +1[W] or 1 dice increase damage.

Interrupt

10

Trigger: You or an Ally are attacked. Effect: Make an Immediate Interrupt basic attack against the target. If you hit, deal no damage. Instead, the target takes a penalty to its attack roll with the triggering attack equal to 3 + your Wisdom modifier.

Cover

8

Trigger: Your Close range ally is struck by an attack. Effect: You take the hit instead of the adjacent ally.

Fickle

6

Effect: Reroll the attack roll, skill check, ability check, or saving throw, using the higher of the two results.

Marked Condition

Property

Cost

Description

Warrior Marked

Target is Marked until the end of your next turn.

Magical Marked

Target is Marked until a new target is chosen.

Warrior Marked
As a passive melee attack action, you may mark a target. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. The target remains marked until the end of your next turn. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. There is no limit to how many targets you may mark in a given round.

When a marked target attacks another target that doesn’t include you as the primary target, you may immediately counter-attack with a +2 bonus to hit and +4 bonus to damage. Successfully striking with a counter-attack further increases the penalty to a marked target to a -4 penalty to attack rolls until the end of your next turn.

Magical Marked
As a minor action, you may mark one target. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. The target remains marked until the end of the encounter. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

When a marked target attacks another target that doesn’t include you as the primary target, you may do one of the following: